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    Qlippoth, Chernobue

    This slippery, writhing mass of tentacles and stalked mouths has one huge hideous eye and a fanged maw for a belly.

    Chernobue CR 12

    CE Large outsider (chaotic, evil, extraplanar, qlippoth)
    Init
    +4; Senses darkvision 60 ft., scent; Perception +18
    Aura
    misfortune (30 ft.)

    DEFENSE

    AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
    hp
    150 (12d10+84)
    Fort
    +15, Ref +10, Will +11
    DR
    10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; SR 23
    Weaknesses
    light vulnerability

    OFFENSE

    Speed 40 ft.
    Melee
    2 slams +19 (1d6+8/19–20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
    Space
    10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
    Special Attacks
    horrific appearance (DC 20)
    Spell-Like Abilities
    (CL 12th; concentration +16)

    Constant—air walk, arcane sight
    At will—chaos hammer (DC 18), darkness
    3/day—confusion (DC 18), quickened darkness, dispel magic, protection from law
    1/day—plane shift (DC 21)

    STATISTICS

    Str 26, Dex 18, Con 24, Int 13, Wis 17, Cha 19
    Base Atk
    +12; CMB +21; CMD 35 (39 vs. trip)
    Feats
    Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
    Skills
    Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15
    Languages
    Abyssal; telepathy 100 ft.

    SPECIAL ABILITIES

    Aura of Misfortune (Su)

    A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.

    Horrific appearance (Su)

    Creatures that succumb to a chernobue’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

    Light Vulnerability (Ex)

    A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.

    Poison (Su)

    Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save.

    The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.